Visual Updates!
Welcome back, Pioneers, to another edition of our Weekly Apart dev blog series. Although, at least for the German half of our team, the week was kind of short due to celebrating Unity Day (which, for the record, commemorates Germany's reunification and has nothing to do with the cross-platform game engine of the same name;) we still managed to get a lot of stuff done.
But before we share some amazing (mainly visual) progress we made, please make sure to check out the Programmer's Day Sale, where Dawn Apart is featured among other great automation games and also head over to our YouTube channel, where we posted this disturbing security footage of humanoid aliens roaming the surface of Aurora (leave a follow if you there so we can keep you posted with other strange occurrences that happen in the Colony).

[h3]Landing on Aurora [/h3]
In line with the blueprint for our demo we polished and updated the landing sequence of the dropship (called Magpie), by adding audio and visual FX: When the ship lands it will now create thick clouds of dust, terraform the underlying surface and, thanks to our terrain fire propagation systems, sets the surrounding flora on fire.
The Magpie comes equipped with a small sample of machines, conveyor belts and colonists, and once you've landed, you're tasked to lay the groundwork for greater colonization. Whereas in previous builds the ship would magically disappear it now stays on the ground and can be partially disassembled and turned into your very first outpost.
By removing wall and ceiling tiles you can now connect conveyor belts to remove the loadout or attach walls to build additional corridors, integrating the ship into your first factory. All of this is entirely optional, but forming a settlement around a dropship and making it the center of your operations was always a cool detail that we wanted to see in the game.

[h3]Reinforcements have arrived[/h3]
Speaking of cool details and visual improvements - we're super happy to have a new dev member on board. Visual artist Leon, who is studying game design at the HMKW University of Applied Sciences in Berlin, will be interning at our studio until early 2024. The greater region of Berlin is full of talented newcomers and IT&W Games is always excited to give up-and-coming game devs some valuable hands-on experience.
So rather than having him stuck at the copy machine or making coffee for the senior developers (we are more into carbonated maté drinks anyway;), he is mainly tasked with updating the voxel graphics and making Aurora a much more beautiful place. Check out Leon's concept art for our desert biome and the first voxel assets that will very likely make it into the game. Not bad for your first day on the job, right?

While we'll continue to refine the gameplay mechanics we're also focusing on making the world of Dawn Apart a visually more intriguing place, with lots of more trees, plants, creatures, and machines. If you want to follow our progress in real time make sure to pay a visit to our Glass Factory on Discord, where we share all aspects of the development on a daily basis and in real-time. Stay tuned and see you soon!
But before we share some amazing (mainly visual) progress we made, please make sure to check out the Programmer's Day Sale, where Dawn Apart is featured among other great automation games and also head over to our YouTube channel, where we posted this disturbing security footage of humanoid aliens roaming the surface of Aurora (leave a follow if you there so we can keep you posted with other strange occurrences that happen in the Colony).

[h3]Landing on Aurora [/h3]
In line with the blueprint for our demo we polished and updated the landing sequence of the dropship (called Magpie), by adding audio and visual FX: When the ship lands it will now create thick clouds of dust, terraform the underlying surface and, thanks to our terrain fire propagation systems, sets the surrounding flora on fire.
The Magpie comes equipped with a small sample of machines, conveyor belts and colonists, and once you've landed, you're tasked to lay the groundwork for greater colonization. Whereas in previous builds the ship would magically disappear it now stays on the ground and can be partially disassembled and turned into your very first outpost.
By removing wall and ceiling tiles you can now connect conveyor belts to remove the loadout or attach walls to build additional corridors, integrating the ship into your first factory. All of this is entirely optional, but forming a settlement around a dropship and making it the center of your operations was always a cool detail that we wanted to see in the game.

[h3]Reinforcements have arrived[/h3]
Speaking of cool details and visual improvements - we're super happy to have a new dev member on board. Visual artist Leon, who is studying game design at the HMKW University of Applied Sciences in Berlin, will be interning at our studio until early 2024. The greater region of Berlin is full of talented newcomers and IT&W Games is always excited to give up-and-coming game devs some valuable hands-on experience.
So rather than having him stuck at the copy machine or making coffee for the senior developers (we are more into carbonated maté drinks anyway;), he is mainly tasked with updating the voxel graphics and making Aurora a much more beautiful place. Check out Leon's concept art for our desert biome and the first voxel assets that will very likely make it into the game. Not bad for your first day on the job, right?

While we'll continue to refine the gameplay mechanics we're also focusing on making the world of Dawn Apart a visually more intriguing place, with lots of more trees, plants, creatures, and machines. If you want to follow our progress in real time make sure to pay a visit to our Glass Factory on Discord, where we share all aspects of the development on a daily basis and in real-time. Stay tuned and see you soon!